Even better (high speed) moving platforms
High speed moving platforms present us with an issue. Let’s see how to fix them and obtain bulletproof movement and collisions.
High speed moving platforms present us with an issue. Let’s see how to fix them and obtain bulletproof movement and collisions.
This article is about better moving platforms in GameMaker which can carry multiple objects without lags and with pixel perfect collisions.
Here’s how to code vertical and horizontal moving platforms in GameMaker Studio 2.
In this article we’ll see how to implement jump through / one way platforms. If you remember from my previous article, we kept a separate object hierarchy for jump through / one way platforms. That’s because we use them differently in our collision checking; had we made them children of solid objects, we would have…
In this series, we’ll see how to code a platformer engine in GameMaker Studio 2. It’s mainly for low resolution games but it can be tweaked to either simulate fluid, hi-res movement or to accomodate optimized collision code for hi-res games. This engine It will include pixel perfect movement slopes moving platforms jump through platforms…
This guide explores the ins and outs of making low resolution 2D Platformers with both pixel perfect, precise collisions (with slopes) and sub-pixel, smooth sprite movements. Turns out you CAN have smooth low res graphics.
I’m fond of platformers. It’s only natural that I spent the past year studying and refining platformer engines for GameMaker: Studio. Here’s what I actually use for my engine.
In November 2016 I met Denis (@darftey). He’s a pixel artist. One of the best I’ve ever met, actually. We teamed up to develop Fuzeboy. It shouldn’t come as a surprise that since then, the development of KREN has been put on hold indefinitely. We’re pushing hard on this mobile platformer game. There is still…
A well developed metroidvania game should start with a solid planning phase. One of the first things to figure out is the character movement. I’m not talking about physical variables such as speed, friction and acceleration. I’m talking about figuring out what are the movements we want the Player to be able to execute during the…
In this post I’ll try to write down the thinking process I made when I chose to develop Kren at a 384×216 sceen resolution.